#version 300 es

in vec2 a_position;
uniform vec2 u_resolution;
uniform vec2 u_translate;
uniform vec2 u_scale;

void main(){
    vec2 zeroToOne = (a_position * u_scale + u_translate)/u_resolution;
    vec2 zeroToTwo = zeroToOne*2.0;
    vec2 clipSpace = zeroToTwo-1.0;
    gl_Position = vec4(clipSpace,0,1);
}